Adds bpy.app.sdl to expose SDL version information.
When SDL is not available on a Linux system, certain Blender features
are silently disabled (like joystick support in the BGE). This change
is the first step towards making it more obvious why something isn't
working.
SDL information is exposed to Python via bpy.app.sdl, in the same way
as OCIO and OIIO information is exposed.
Generated system-info.txt contains SDL loading method (linked or
dynamically loaded by Blender) and SDL version number.
Reviewed by: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D1112
There was a problem with the copy/paste functionality, where it would be possible to
paste 3d strokes into 2D editors, or 2D strokes into the 3D view. The problem with
that though is that these will not show up, and because there's no feedback at the
time, users may end up doing this pasting several times.
It could have happened with really long rays and small steps.
Step size will be adjusted to the clamped number of steps in order
to preserve render result compatibility as much as possible.
We should probably reformulate this a bit, so it will give the
same looking results without step tweaks. But this new behavior
should already be much better that it was before.
Basically, before drawing X-Rays, we now bind a second depth buffer.
After drawing XRays, we do an extra resolve pass where we overwrite the
non-XRay depth buffer in pixels where the depth is not maximum (which
means background pixel, since depth is cleared before drawing X-Ray
objects).
This ensures both scene and X-Rays keep their depth values and are ready
for compositing. Well, the odd effect due to depth discontinuities can be
expected, and X-Rays are a bit more expensive (extra buffer + resolve pass)
but at least X-Rays won't invalidate depth values anymore. Whee!
Real issue is that temp area used to draw modal filebrowser is never saved,
so non of UI 'edits' (like UIList resize, regions resize, panels reorder, etc.)
are ever saved. Should be addressed, but no time for that currently.
It is now possible to switch between drawing and erasing strokes when in
the modal "Continous Drawing" sessions. This makes the drawing experience
just a little more fluid, saving some unncessary steps to get out of
the editing mode to activate the intended tool.
TODO: Is there interest for tablet support for this too?
= Hide 3D Cursor in Paint Modes (with exceptions)
In paint modes, the 3D Cursor mostly is rather useless so it's more annoying than useful. This patch aims to hide the cursor in cases it's not used.
Included exceptions (cases where cursor is drawn in paint modes):
* Active object is in weight paint mode and a selected bone in pose mode can be found
* Clone brush (only if //Clone from paint slot// is disabled)
There might be more exceptions where the cursor should be shown in paint modes, but those are all I could find for now. Feel free to hint me for more.
Note: After D1110 was rejected, Campbell and me discussed this a bit more on IRC and agreed that this behaviour might be a good solution.
Reviewers: psy-fi, campbellbarton
Reviewed By: psy-fi, campbellbarton
Projects: #user_interface
Differential Revision: https://developer.blender.org/D1113
This reverts commit 4ca4f04c75.
Was running an fs-stat on redraw, on every file! (every mouse motion!).
Could become very slow on network-fs
also caused crash (T43631)
Our new guarded allocator implementation has much smaller memory
block size overhead and doesn't have any locks now. So in order
to make fuller track of what's happening in blender and avoid
confusion why certain circumstances reports much less memory than
others we'll now switch to guarded allocator.
This was actually one of the biggest reasons of the confusion in
the recent memory usage investigation. There's still some overhead
is happening due to non-freeing nature of arena allocator but the
things are not nearly as bad as they looked before: memory overhead
is measured in tens of megabytes, not hundreds as it looked before.
Plus with some smarter allocation policy we can almost eliminate this
overhead.